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Measuring UX - A quantitative study
Measuring UX - A quantitative study
Measuring UX - A quantitative study
Measuring UX - A quantitative study
Measuring UX - A quantitative study
Measuring UX - A quantitative study
Measuring UX - A quantitative study
Measuring UX - A quantitative study
Measuring UX - A quantitative study
Measuring UX - A quantitative study
Measuring UX - A quantitative study
Measuring UX - A quantitative study
Measuring UX - A quantitative study
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Measuring UX - A quantitative study

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Research into Practice Assignment 2: measure an experience in a quantitative way …

Research into Practice Assignment 2: measure an experience in a quantitative way

Please pick one particular experience and think about how to measure it. In particular, the result should be presented in a quantitative way, and that means some numerical data should come out from your measurement.

Here are some suggestions:
• Pick one experience, and a focused one. If you choose some experience that is broad and common like shopping over Internet or social media, you might encounter difficulties to measure it in an effective way within this one-week assignment schedule.
• Define your own measurement. Please decide which aspect of experience you want to measure. Also, please think about how to measure it and the results are numbers.
• Play safe, or be ambitious? You can choose to measure an obvious and doable aspect of experience. However, you are encouraged to measure an unique and meaningful new aspect of an experience, maybe in way that no other people have yet thought about.
• Decide the scale of the measurement. Use your own judgment. Based on the aspect of experience, your measurement, and desired result, you choose the numbers of subjects of the research practice. (Pursuing statistic significance might be too much for this assignment. If you don’t understand the prior sentence, just ignore it.)
• Present your research finding and try to explain the quantitative result. Instead of only describe the numbers, try to visualize your quantitative data with diagrams, charts, or any other information visualization that may better communicate your research result. Also, try to explain the result, and think why the data related to the experience is emerging like this.
• Reflect on the process of choosing criteria and measuring the experience in a quantitative way. Reflect critically your current practice of quantitative measurement. Think about the pros and cons of doing it in your current way.

The deliverable is one slide presentation you can show to colleagues and class during the studio session.

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  • 1. ASIS PANDA | I544 Experience Design | Research into Practice #2 Measuring UX LEARNABILITY of 9GAG App
  • 2. ASIS PANDA | I544 Experience Design | Research into Practice #2 9GAG A popular app dedicated to funny content and memes
  • 3. ASIS PANDA | I544 Experience Design | Research into Practice #2 What is a meme ? A meme is an idea, style or action which spreads, often as mimicry, from person to person via the Internet
  • 4. ASIS PANDA | I544 Experience Design | Research into Practice #2 What are we Measuring ? Experience: FIRST EXPERIENCE of a new app (9gag) Aspect : LEARNABILITY Trying to measure the learnability of 9GAG app when a user downloads it and runs it for the first time.
  • 5. ASIS PANDA | I544 Experience Design | Research into Practice #2 Attributed LEARNABILITY of the app to 3 most important aspects of the app: Measurement Plan 1. Visual Metaphors How appropriately the design maps with the user’s mental model ? 2. Primary Navigation Feature How fast a user learns to use “tap to zoom” and scroll 3. Types of artifacts (memes) How many various types of memes a user identifies in the app during hist first experience TOTAL 6 TIME Mins TOTAL 3
  • 6. ASIS PANDA | I544 Experience Design | Research into Practice #2 Users spent around 10 minutes discovering the 9GAG iPhone app
  • 7. ASIS PANDA | I544 Experience Design | Research into Practice #2 Visual Metaphors Measurement 1 How appropriately the icons and symbols map with the user’s mental model ? • Before learning the app the questionnaire on the right was filled by interviewees. • After learning the app the questionnaire was again filled by the interviewees.
  • 8. ASIS PANDA | I544 Experience Design | Research into Practice #2 Visual Metaphors Measurement 1 How appropriately the icons and symbols map with the user’s mental model ? y x Shaoshing Rohit Varun Number of visual metaphors identified 0 1 2 3 4 5 6 7 8 9 10 After experienceBefore experience 85%icons/symbols identified
  • 9. ASIS PANDA | I544 Experience Design | Research into Practice #2 Primary Navigation Feature Measurement 2 How fast a user learns to use “tap to zoom” and scroll y x Shaoshing Rohit Varun Time to learn 0mins 1mins 2mins 3mins 4mins 5mins 3.6mins Average Time to learn navigation
  • 10. ASIS PANDA | I544 Experience Design | Research into Practice #2 Types of “memes” Measurement 3 Various types of memes identified. Total of 3. y x Shaoshing Rohit Varun Time to learn 0 1 2 3 2/3artifacts identified.
  • 11. ASIS PANDA | I544 Experience Design | Research into Practice #2 Summary 85%icons/symbols identified 3.6mins Average Time to learn navigation 2/3artifacts identified.
  • 12. ASIS PANDA | I544 Experience Design | Research into Practice #2 Reflection PROCESS 1. An experience was picked from several after a thorough brainstorm. 2. Then I tried to narrow down to an Aspect of Experience. 3. Once done, the aspect of experience was thought upon to be associated with interactions with the application. 4. Once the key interactions were identified, their respective feature or artifact on the application was found out. 5. Once the artifact was found its effectiveness of use could be measured quantitatively.
  • 13. ASIS PANDA | I544 Experience Design | Research into Practice #2 Reflection PRO • Fast measurement on an aspect of Usability/Experience measurement. • Cheap and intelligent utilization of resources. • Physical footprint of data and quantities measured. CON • Accuracy can be debatable as the “grey areas” are not accounted for. • Since target user base is huge and diverse, the task to encompass them all is both difficult and debatable.

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